Wednesday, October 10, 2012

Review and Playtest our Cerebral Assassin monster

We are currently working on a revamping our classic NeoExodus Campaign setting monster, the Cerebral Assassin. This concept was originally influenced by non-OGL Mind Flayer and while we love the Mind Flayer we feel the Cerebral Assassin in not unique enough in comparison. Based on the reviews and comments of the original monster, we at LPJ Design though it would be best to just release the original release of the monster and get some feedback from the Pathfinder fan base on changes / modification / adaptations. We want to hear from you on what we have done correct and what have we done VERY wrong, so please feel free to comment, in great detail if needed, in these thread. Enjoy!

CEREBRAL ASSASSIN - CR 8
XP 4,800
LE Medium aberration
Init + 6 ; Senses darkvision 60 ft.; Perception +12

DEFENSE
AC 21, touch 13, flat-footed 18 (+2 Dex, +1 Dodge, +8 natural)
hp 78 (12d8 +12)
Fort +5, Ref +6, Will +13
SR 21

OFFENSE
Speed 30 ft.
Melee Bite +11 (1d6 +1), Heavy mace +10 (1d8 +1)
Special Attacks Mind Static, Mind Blast, Grab
Spell-Like Abilities (CL 8th)
At will daze monster (DC 15, no HD limit), inflict serious wounds (DC 16), suggestion (DC16) 3/day alter self, charm person (DC14), cure moderate wounds, dominate person (DC 18), levitate

STATISTICS
Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17
Base Atk + 9; CMB + 10; CMD 22
Feats Alertness, Dodge, Improved Initiative, Iron Will, Toughness, Weapon Finesse (bite).
Skills Appraise +17, Bluff +12, Diplomacy + 12, Disguise +12, Intimidate + 12, Knowledge (arcana) +17, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nobility) + 18, Perception + 16, Sense Motive +13, Spellcraft +17, Stealth +11, Swim +6
Languages Common (cannot speak); telepathy 100 ft.

ECOLOGY
Environment any
Organization solitary, pair, or cult (3–12)
Treasure double

SPECIAL ABILITIES
Mind Static (Su): As a standard action, a cerebral assassin can unleash a 30 foot radius burst of mental energy which assails anyone within range with a haze of random thoughts which cloud the victim’s mind. Those who have endured such an attack describe the effect as if hearing a cacophony of voices all drilling directly into their mind. Any creature within the burst must make a DC 21 Will save or be dazed for 2d4 rounds. This is a mind-affecting effect.

Mind Blast (Su): Once every four rounds, a cerebral assassin can target a single creature within 30 feet that is currently under the effects of its mind static ability. If the targeted creature fails a DC 19 Will save, its mind is utterly destroyed, killing the creature instantly. This is a death effect. Those making the save are instead confused for 1d4 rounds. Using this ability is a full round action which provokes attacks of opportunity. Creatures that are immune to mind-affecting effects, stunning, paralysis or death effects are likewise immune to this effect. Any creature without an Intelligence score is immune to this effect.

Grab (Ex): If a cerebral assassin successfully hits with a bite attack, it deals normal damage normally and then may attempt to start a grapple as a free action without provoking an attack of opportunity (see the Pathfinder RPG Universal Monster Rules). A cerebral assassin can use its grab ability on any creature that is medium-size or smaller.
Telepathy (Su): A cerebral assassin can communicate telepathically with any other creature within 100 feet that has a language.

Combat
In combat a cerebral assassin always targets enemy spellcasters first whenever possible. This unexplained hatred of sorcerers and wizards drives them to attack these foes relentlessly. Cerebral assassins are clever adversaries who often set elaborate traps or attack their enemies from a safe distance. The cerebral assassin is perhaps most dangerous, however, when it can get close enough to employ its mind blast ability.